Difference between revisions of "Sightstealer"

From RimWorld Wiki
Jump to navigation Jump to search
(Created page with "{{Anomaly}} {{Spoiler}} {{rwbox |nocat=true |type=warning |text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It can...")
 
(7 intermediate revisions by 5 users not shown)
Line 1: Line 1:
 
{{Anomaly}}
 
{{Anomaly}}
 
{{Spoiler}}
 
{{Spoiler}}
{{rwbox
+
{{Stub|reason=General}}
|nocat=true
 
|type=warning
 
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}
 
 
{{Infobox main<!-- Add infobox category here -->
 
{{Infobox main<!-- Add infobox category here -->
 +
| name = Sightstealer
 +
| image = Sightstealer.png
 +
| description = Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.
 +
}}
 +
The '''sightstealer''' is an [[entity]] added by the [[Anomaly DLC]]. It is likely to be one of the first anomalous entities a colony will encounter.
  
| set property = false <!-- Remove when anomaly goes live and content confirmed -->
+
== Acquisition ==
 +
The sightstealer will randomly wander onto the map in an invisible state. It will reveal itself when it either gets close to a colonist or an invisibility disruptor (such as a disruptor flare or proximity detector) forces it out of this state. Once it's out of this state it can be freely downed and captured.
  
| name = Sightstealer
+
== Summary ==
}}
+
They feel pain, bleed, and are susceptible to disease.
  
INTRO TEXT
+
=== Containment ===
 +
The sightstealer is fairly weak, requiring only 30 containment strength. This means you can use wooden walls and a basic holding spot to contain it with zero risk.
  
== Acquistion ==
+
== Analysis ==
ACQUISTION TEXT
+
A single Sightstealer is unlikely to be a threat to even a group of brand new colonists.  A large group ambushing a poor combatant could potentially be a problem, but only if a child wanders off alone or something equally irresponsible happens.  They are marginally more dangerous than an unarmed baseliner, with claws that can cause bleeding. 
  
== Summary ==
+
A Sightstealer is one of the easiest anomalies to capture and contain that could be technically considered dangerous.  Effectively a blessing to most colonies, providing an easy source of beginning research.  Their weakness and stealth give them practically no defensive application.
SUMMARY TEXT
 
  
== Analysis ==
+
== Version history ==  
ANALYSIS TEXT
+
* [[Anomaly DLC]] Release - Added.
  
CATEGORIES GO HERE
+
[[Category: Entities]]

Revision as of 21:24, 12 April 2024

Sightstealer

Sightstealer

Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.

Base Stats

Type
[[{{{type}}}]]

The sightstealer is an entity added by the Anomaly DLC. It is likely to be one of the first anomalous entities a colony will encounter.

Acquisition

The sightstealer will randomly wander onto the map in an invisible state. It will reveal itself when it either gets close to a colonist or an invisibility disruptor (such as a disruptor flare or proximity detector) forces it out of this state. Once it's out of this state it can be freely downed and captured.

Summary

They feel pain, bleed, and are susceptible to disease.

Containment

The sightstealer is fairly weak, requiring only 30 containment strength. This means you can use wooden walls and a basic holding spot to contain it with zero risk.

Analysis

A single Sightstealer is unlikely to be a threat to even a group of brand new colonists. A large group ambushing a poor combatant could potentially be a problem, but only if a child wanders off alone or something equally irresponsible happens. They are marginally more dangerous than an unarmed baseliner, with claws that can cause bleeding.

A Sightstealer is one of the easiest anomalies to capture and contain that could be technically considered dangerous. Effectively a blessing to most colonies, providing an easy source of beginning research. Their weakness and stealth give them practically no defensive application.

Version history